Sunday, 5 April 2015

Finding Monsters in My Adventures

As a complimentary post to this one, the following can be considered as an aid for judges who are interested in locating a particular creature in an adventure (or other product) that I have written. As with the previous entry, I will attempt to update this blog post periodically after new adventures have been released for some time into the wild. This list is not complete. It is not even up to date for all of my published material so far. But it is a start.

LAST UPDATE: 17 July 2019

If enough creatures related to a specific adventure intrigue you, please consider supporting the publisher in question.

Although I have done several conversions for Goodman Games (Tower of the Black Pearl, Well of the Worm, Dragora’s Dungeon, Xcrawl: Dungeonbattle Brooklyn, Curse of the Kingsire), I have not included creatures from these adventures. They are good adventures, though, and I recommend them. Be aware that the Xcrawl adventure has different base assumptions from core DCC. Likewise, I have not included adventures where I was aiding another, such as The Perplexing Disappearances in Brambury by Brave Halfling. Again, that doesn’t mean you should avoid those adventures. I simply didn’t want the appearance of taking credit for the work of others. Where individual authorship is clear, I have included a product.

To break up the wall of text, the following is separated alphabetically:

















Q: Qophu.







X: Nothing for X. Something to fix in future adventures!





Wednesday, 1 April 2015

Locating Monsters in this Blog

Currently down for repairs. Please stand by. 

So here is the deal. You will notice some problems with line breaks in this list, which I thought I could resolve by importing it into Microsoft Word, and then updating the blog post from the Word file. Unfortunately, what instead happened is that the import changed all of the existing links.

So I am now in the long process of repairing those links, and will update this post as the work is done. Sorry for the inconvenience.

To make “characters” easier to find, I have separated them out: Agamas Ringo, the Saturn KidAngar, Son of Ormgeld, father of GrendelAsbolusAssassinator of the Gods; AyeshaAzubal, Goblin VampireBaal ZymymarBalrogBeausBilbo BagginsBreckinridge ElkinsBuffy SummersCalibos; the California RaisinsCap’n KiddCaptain Jack SparrowCelationCharity DesireChild of LightChiron,  Aspect ofConan the CimmerianConan the Cimmerian (younger); the Crimson RenegadeCryonax (Prince of Evil Cold)Dalek SupremeDeath CartDeath DealerDeath Dealer's WarhorseDoc Savage; the Doomed HeroDragotha the Undead DragonDrowned MaidEdward's HorsesEgrinnElemental Princes of EvilEternally Hungry CaterpillarEuryaleGearonGilbert Malévol the FoxGilmar's GhostGlory McGrawGwangi

Wednesday, 25 March 2015

The Dreaded Tarrasque

When TSR released the AD&D Monster Manual II, the Tarrasque was unleashed. The Monster Manual II was a collection of monsters, either written or compiled by Gary Gygax, as was the original. The Tarrasque was a monster to end all monsters, something to let even the highest-level characters break into a cold sweat.

The problem with the Tarrasque in DCC is that it has already been done.

Bear with me. I ask you to consider Mr. Goodman’s The Emerald Enchanter, Mr. Stroh’s Colossus, Arise!, and REDACTED’s NOT OUT YET. Each of these adventures contains an encounter that is a spiritual successor to the Tarrasque.  

From Mr. Goodman, we learn that it is allowable to create DCC monsters that the PCs don’t even have a chance to affect. And it is okay to just say a monster does XdY damage to a PC – no attack roll or save required. From Mr. Stroh we learn that sometimes a monster is going to get free environment-altering effects in addition to its attacks. (The Thing in the Chimney used the same for the Cinder Claws, albeit to a lesser extent, when it appeared in time for Christmas 2012. There is nothing new under the sun.) In REDACTED by REDACTED we see that REDACTED REDACTED REDACTED, which is close enough to the idea of the Tarrasque that I hesitate to throw my hat into this particular ring.

So, keep playing through the upcoming DCC adventures. When NOT OUT YET has been out long enough to give people a chance to play it through, I may revisit this topic. And, no, I am not going to reveal the identity of REDACTED at this time. I don’t wish to spoil any surprises. I will just say that I am not the author.


Monday, 23 March 2015

A Sore for Sight Eyes: The Gazeball

David VC descirbes “A Gazeball, a floating eye/gas spore hybrid that paralyzes you and drains your Intelligence until it explodes, after which 0-2 new gazeballs emerge from your skull...” For Dave and your reading (and gaming) pleasure, I therefore present:

Gazeball: Init –2; Atk Slam +2 melee (1d3) or infect –4 melee (0); AC 8; HD 4d8; fly MV 10’; Act 1d20; SP symbiotic spores, reproductive spores, slime, infestation, explosion, immune to mind-affecting, half damage from bludgeoning; SV Fort –5, Ref –4, Will –2; AL N.

A gazeball is a fungal horror which appears to be a large eye, floating in midair, perhaps due to some form of levitation. Rhizomatic growths at its apex appear almost like a crown of eyes, each at the end of a short tentacle-like growth. In fact, pustulant sacs in the gazeball’s mass create a volatile gas that provides lift, and the “crown of eyes” are designed to incubate, and eject the spores of, a secondary symbiotic fungi. The gazeball can shoot a line of symbiotic spores up to 30’ (Ref save DC 15 or suffer 1d3 temporary Agility damage).

When a target is paralyzed, or can barely move due to the symbiotic spores, the gazeball uses another growth to deposit its own spores on the victim. These spores are laid in a thick coat of slime over the victim’s face. The slime can be broken down by alcohol, or dissolves on its own after a period of 2d10 minutes. While the slime is present, the victim is blinded. During this period, the spores travel into the victim’s skull, where they infest the brain (a DC 20 Fort save prevents this from occurring). If the slime is washed off within the first 10 rounds, the victim gains a +1 to +10 bonus to the save, with the highest bonus indicated it is washed off within a single round.

The gazeball’s spores cause 1d3 Intelligence damage immediately upon infestation, and then cause 1d3-1 points of Intelligence damage each day thereafter. When damage causes a PC to fall to 10 Intelligence or less, the character’s entire head becomes tender. Thereafter, there is visible cranial swelling. If a victim falls to 0 Intelligence, roll 1d3-1. On a result of 1-2, the victim’s skull explodes, revealing new gazeballs equal to the number rolled (1 or 2) with 1 HD each. On a roll of “0”, the victim manages to defeat the infection, and slowly returns to normal. Otherwise, the infection can only be cured by magic or clerical healing (4 HD result or better).

A gazeball’s slam attack is only used in self-defence. The fungal creature is not looking for a meal, but for the chance to reproduce.


Finally, when damaged there is a percentage chance equal to the total damage taken that a gazeball will explode due to the weakening of the gas pustules. This causes 1d3 damage to all targets within 30’, who must also succeed in a DC 5 Fort save to avoid infestation with the gazeball’s spores. If there is an open flame within the radius of the blast, it causes a secondary explosion for 2d6 damage (Reflex save DC 10 for half damage; characters who take 6+ damage are set on fire). Each point of fire damage counts as 5 points when determining the chance of explosion.